Candescence's Forum Posts

  • Thing is, the 'On B pressed' events should be working fine. They work perfectly in my original project, that's for sure. The parent events should not be conflicting, period.

  • > Thankfully, due to Construct 2's ability to transfer events and objects between caps, it's MUCH easier to reproduce the problem in an isolated cap.

    Has that been fully implemented? I thought it wasn't finished yet.

    Oh, it works. Though, I had to copy events within the original project and remove certain conditions/actions to actually make it work with the new cap, first. But copying objects works perfectly.

  • I've encountered a strange bug involving keyboard conditions not working when coupled with local/instance variables. It's quite bizarre. Thankfully, due to Construct 2's ability to transfer events and objects between caps, it's MUCH easier to reproduce the problem in an isolated cap.

    Basically, the "attack" option works, but you can't exit out of the attack menu with B, and space bar doesn't work when trying to select 'item'. Mouse controls work perfectly, however... Though, in my project, at some point they stopped working entirely in that one layout. Strange.

    Example capx

    This problem was more pronounced in earlier caps, forcing me to use workarounds (such as layer visibility, which kinda has been rather useful in other ways), but at some point it became simply unfeasible to work around stuff by the point I hit the 'item' problem.

  • Well, of course, it seems Collision Polygons, Physics and Families are gonna come first. I'm in no rush, personally!

  • Right, since Ash has stated that Tile Maps are on the to-do list and likely to be among the first four new features to be introduced within future updates, I figured it might be idea to start a discussion on the sort of features such an object/plugin might have.

    Here's my personal list:

    * Support for Tiled tile maps (Tiled is a solid editor with plenty of features, such as layers and tile properties, and it uses XML)

    * Support for orthogonal, isometric and hexagonal maps

    * Tile layers (could be integrated with Construct 2's existing layers system)

    * Multiple tile sizes in a single tile map, or grouping tiles

    * Polygonal collisions for tiles (polygonal collisions are gonna be done first anyway, why the hell not)

    * Animated tiles

    * Being able to modify tilemaps at runtime (replace, destroy or add tiles, these can have gameplay purposes for sure)

    * Highlighting tiles and being able to save tilemap data at runtime (for stuff like level editors)

    I think I might've missed a few, but this is a good enough for now. Not like the devs need to add all these features in one go, that's a bit much! <img src="smileys/smiley36.gif" border="0" align="middle"> The very fact that Construct 2 is getting tile map support is wonderful enough for us peeps who like to work with that kind of level design.

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  • Looks like the top four so far, are:

    1) Collision Polygons

    2) Physics

    3) Families

    4) Tilemap support

    While I personally think physics are unnecessary right now, the rest are what I want most as well, so I can't complain.

  • Goddamn it, I can't choose more than one, can I? XD I decided to just go with collision polygons, but families, tilemap support and global objects are just as important to me, personally.

  • Sadly, with each new version, Adobe appears to be deliberately crippling Flash in its capacity to perform its original purpose � vector-based animation � to try and get people to use it for what they want, which seems to be websites. Hands up, everyone who thinks this sounds perfectly reasonable. Anyone? No one? Good.

  • Ah, I must've missed that topic, haha. Hopefully it'll be done soon.

  • One of the bigger problems of the Array object right now is its inability to go beyond the layout it was created in, severely limiting its functionality, especially with, say, RPGs.

    I think it's safe to say that allowing the Array object to be global or at least work with multiple layouts would be a good idea, wouldn't you?

    • Fine Collision
    • Tilemap support
    • Hotspots
    • Families

    Those are my top four.

  • are there any plans for images obfuscation? just asking.

    A waste of time in my opinion. Image obfuscation would probably be a pain in the ass to implement, too. If someone wants the images THAT BADLY, they could just use printscreen.

  • By the way, here's that Mario A* thing I was talking about.

    Yeah, unless you want to do specific behavior functions for every type of movement, it may be best to leave the movement to the user. Platforming A* might be a bit trickier, though, since I imagine you gotta work out how to account for gravity and jumping in how to get from Point A to Point B, not to mention stuff like platforms.

    Edit: Honestly, that's something that might require behavior functions to make life easier for the user. Speaking of which, in C2 right now, you can't make the platforming behaviour move left/right and jump via events, which makes platformer behavior enemies impossible right now. :/

  • I'd certainly like to see A* platforming, that's for sure - if it could be done with that Mario game, well...

  • I already suggested Tiled support, but it's good to see others recommending it.